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2006 IEEE Symposium on Interactive Ray Tracing最新文献

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Terrain Guided Multi-Level Instancing of Highly Complex Plant Populations 地形引导下高度复杂植物种群的多级实例化
Pub Date : 2006-12-20 DOI: 10.1109/RT.2006.280228
Andreas Dietrich, Gerd Marmitt, P. Slusallek
In this paper we demonstrate how todays ray tracing techniques can be applied to photo-realistically render extremely huge landscapes covered with trees and forests, where a user can freely choose between highly detailed close-up views or flyover scenarios. This is made possible by mapping a number of square sub-scenes onto a huge polygonal terrain during run-time. The full plant population results from the combination of these tiles, which are iterated over the terrain. This is demonstrated at the example of a highly complex, plant covered ecosystem containing trillions of triangles
在本文中,我们展示了今天的光线追踪技术如何应用于逼真地渲染覆盖着树木和森林的巨大景观,用户可以自由选择高度详细的特写视图或天桥场景。这是通过在运行时将许多方形子场景映射到一个巨大的多边形地形上而实现的。完整的植物种群来自这些瓷砖的组合,它们在地形上迭代。这在一个高度复杂的例子中得到了证明,植物覆盖的生态系统包含数万亿个三角形
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引用次数: 11
GPU-Assisted Ray Casting of Large Scenes gpu辅助的大场景光线投射
Pub Date : 2006-09-18 DOI: 10.1109/RT.2006.280220
D. Balciunas, L.P. Dulley, M. Zuffo
We implemented a pipelined rendering system that pre-renders a reduced set of a scene using the raster method built in the graphics hardware. The computation performed by the graphics card is used as an estimate for evaluating the initial traversal points for a ray caster running on the CPU. This procedure replaces the use of complex spatial subdivision structures for primary rays, offloading work that would traditionally be executed by the CPU and leaving additional system memory available for loading extra scene data. The ray traversal algorithm skips even narrow empty spaces, which are usually hard to map using conventional spatial subdivision. We achieved interactive frame rates (3-10 frames/s) running the system on a single computer with conventional hardware
我们实现了一个流水线渲染系统,它使用图形硬件内置的光栅方法预渲染场景的简化集。图形卡执行的计算被用作评估在CPU上运行的射线投射器的初始遍历点的估计。这个过程取代了对主射线使用复杂的空间细分结构,卸载了传统上由CPU执行的工作,并为加载额外的场景数据留下了额外的系统内存。射线遍历算法甚至跳过了使用传统空间细分通常难以映射的狭窄空白空间。我们实现了交互帧率(3-10帧/秒)在一台计算机上运行系统与传统的硬件
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引用次数: 11
Interactive Isosurface Ray Tracing of Large Octree Volumes 大八叉树体的交互等值面光线追踪
Pub Date : 2006-09-18 DOI: 10.1109/RT.2006.280222
A. Knoll, Ingo Wald, Steven G. Parker, Charles D. Hansen
We present a technique for ray tracing isosurfaces of large compressed structured volumes. Data is first converted into a lossless-compression octree representation that occupies a fraction of the original memory footprint. An isosurface is then dynamically rendered by tracing rays through a min/max hierarchy inside interior octree nodes. By embedding the acceleration tree and scalar data in a single structure and employing optimized octree hash schemes, we achieve competitive frame rates on common multicore architectures, and render large time-variant data that could not otherwise be accommodated
我们提出了一种大型压缩结构体的射线追踪技术。数据首先被转换成无损压缩的八叉树表示,它占用了原始内存占用的一小部分。然后通过内部八叉树节点内的最小/最大层次结构跟踪光线来动态渲染等值面。通过将加速树和标量数据嵌入到单个结构中,并采用优化的八叉树哈希方案,我们在常见的多核架构上实现了具有竞争力的帧率,并呈现了无法容纳的大型时变数据
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引用次数: 82
Filter Importance Sampling 过滤器重要性采样
Pub Date : 2006-09-18 DOI: 10.1109/RT.2006.280223
Manfred Ernst, Marc Stamminger, Günther Greiner
High quality ray tracing requires pixel sampling and filtering for antialiasing, as well as illumination sampling for complex lighting effects. Both problems are well understood and sophisticated sampling techniques are available for each of them. However, it turns out that weighted pixel sampling spoils the benefits of clever illumination sampling, even with the best filter functions. We propose to circumvent this problem by using pixel sampling and filtering based on importance sampling. Although this technique disallows sharing of samples between neighboring pixels, it results in significant noise reduction and improvement of image quality. The method is easy to implement and well suited for parallel, tile based rendering
高质量的光线跟踪需要像素采样和滤波以实现抗混叠,以及复杂照明效果的照明采样。这两个问题都很容易理解,并且每个问题都可以使用复杂的采样技术。然而,事实证明,加权像素采样破坏了聪明的照明采样的好处,即使有最好的过滤功能。我们建议通过使用像素采样和基于重要性采样的滤波来规避这个问题。虽然该技术不允许在相邻像素之间共享样本,但它可以显著降低噪声并提高图像质量。该方法易于实现,并且非常适合并行的、基于tile的渲染
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引用次数: 16
Design for Parallel Interactive Ray Tracing Systems 并行交互光线追踪系统的设计
Pub Date : 2006-09-18 DOI: 10.1109/RT.2006.280230
J. Bigler, Abe Stephens, Steven G. Parker
We describe the software architecture of the Manta interactive ray tracer and describe its application in engineering and scientific visualization. Although numerous ray tracing software packages have been developed, much of the traditional design wisdom needs to be updated to provide support for interactivity, high degrees of parallelism, and modern packet-based acceleration structures. We discuss situations that are normally not considered when designing a batch ray tracer and present methods to overcome those challenges. This paper advocates a forward looking programming model for interactive ray tracing that uses reconfigurable components to achieve flexibility while achieving scalability on large numbers of processors. Manta employs data structures motivated by modern microprocessor design that can exploit instruction-level parallelism. We discuss the design tradeoffs and the performance achieved for this system
介绍了蝠鲼交互式光线追踪器的软件体系结构,并介绍了其在工程和科学可视化中的应用。虽然已经开发了许多光线跟踪软件包,但许多传统的设计智慧需要更新,以提供对交互性、高度并行性和现代基于数据包的加速结构的支持。我们讨论了在设计批处理射线追踪器时通常不考虑的情况,并提出了克服这些挑战的方法。本文提倡一种用于交互式光线跟踪的前瞻性编程模型,该模型使用可重构组件来实现灵活性,同时在大量处理器上实现可扩展性。Manta采用由现代微处理器设计驱动的数据结构,可以利用指令级并行性。我们讨论了该系统的设计权衡和性能
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引用次数: 115
Direct and Fast Ray Tracing of NURBS Surfaces NURBS表面的直接和快速光线追踪
Pub Date : 2006-09-18 DOI: 10.1109/RT.2006.280227
Oliver Abert, Markus Geimer, S. Muller
Recently it has been shown that Bezier surfaces can be used as a geometric primitive for interactive ray tracing on a single commodity PC. However, the Bezier representation is restricted, as a large number of control points also imply a high polynomial degree, thus reducing the frame rate significantly. In this work we present a fast, efficient and robust algorithm to ray trace trimmed NURBS surfaces of arbitrary degree. Furthermore, our approach is largely independent of the number of control points of a surface with respect to the rendering performance. Additionally the degree and the number of control points of a surface do not influence the numerical stability of the intersection algorithm. The desired high performance is achieved by taking a novel approach of surface evaluation, which requires only minimal preprocessing. We present a method to transform the computationally expensive Cox-de Boor recursion into a SIMD suitable form that maximizes performance by avoiding the recursion and drastically reduces the number of executed commands
最近有研究表明,贝塞尔曲面可以作为一个几何原语,用于在单个商用PC上进行交互光线跟踪。然而,Bezier表示受到限制,因为大量的控制点也意味着较高的多项式度,从而大大降低了帧率。本文提出了一种快速、高效、鲁棒的任意度NURBS曲面光线跟踪算法。此外,我们的方法在渲染性能方面在很大程度上与表面控制点的数量无关。此外,曲面控制点的程度和数量不影响交点算法的数值稳定性。通过采用一种新颖的表面评估方法来实现所需的高性能,该方法只需要最少的预处理。我们提出了一种方法,将计算代价高昂的Cox-de Boor递归转换为SIMD合适的形式,通过避免递归来最大化性能,并大大减少执行命令的数量
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引用次数: 0
The Quantized kd-Tree: Efficient Ray Tracing of Compressed Point Clouds 量化kd-Tree:压缩点云的有效光线追踪
Pub Date : 2006-09-01 DOI: 10.1109/RT.2006.280221
Erik Hubo, T. Mertens, Tom Haber, P. Bekaert
Both ray tracing and point-based representations provide means to efficiently display very complex 3D models. Computational efficiency has been the main focus of previous work on ray tracing point-sampled surfaces. For very complex models efficient storage in the form of compression becomes necessary in order to avoid costly disk access. However, as ray tracing requires neighborhood queries, existing compression schemes cannot be applied because of their sequential nature. This paper introduces a novel acceleration structure called the quantized kd-tree, which offers both efficient traversal and storage. The gist of our new representation lies in quantizing the kd-tree splitting plane coordinates. We show that the quantized kd-tree reduces the memory footprint up to 18 times, not compromising performance. Moreover, the technique can also be employed to provide LOD (level-of-detail) to reduce aliasing problems, with little additional storage cost
光线追踪和基于点的表示都提供了有效显示非常复杂的3D模型的方法。计算效率一直是光线追踪点采样表面研究的主要焦点。对于非常复杂的模型,为了避免昂贵的磁盘访问,必须以压缩的形式进行有效的存储。然而,由于光线跟踪需要邻域查询,现有的压缩方案由于其顺序性而无法应用。本文介绍了一种新的加速结构,称为量子化kd树,它提供了高效的遍历和存储。我们的新表示的要点在于量化kd树分裂平面坐标。我们表明,量化的kd树最多可以减少18倍的内存占用,而不会影响性能。此外,该技术还可以用于提供LOD(详细级别)以减少混叠问题,并且几乎没有额外的存储成本
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引用次数: 47
RT-DEFORM: Interactive Ray Tracing of Dynamic Scenes using BVHs RT-DEFORM:使用BVHs的动态场景的交互式光线追踪
Pub Date : 2006-09-01 DOI: 10.1109/RT.2006.280213
C. Lauterbach, S.-E. Yoon, D. Tuft, Dinesh Manocha
We present an efficient approach for interactive ray tracing of deformable or animated models. Unlike many of the recent approaches for ray tracing static scenes, we use bounding volume hierarchies (BVHs) instead of kd-trees as the underlying acceleration structure. Our algorithm makes no assumptions about the simulation or the motion of objects in the scene and dynamically updates or recomputes the BVHs. We also describe a method to detect BVH quality degradation during the simulation in order to determine when the hierarchy needs to be rebuilt. Furthermore, we show that the ray coherence techniques introduced for kd-trees can be naturally extended to BVHs and yield similar improvements. Finally, we compare BVHs to spatial kd-trees, which have been used recently as a replacement for AABB hierarchies. Our algorithm has been applied to different scenarios arising in animation and simulation and consisting of tens of thousands to a million triangles. In practice, our system can ray trace these models at 3-13 frames a second on a desktop PC including secondary rays
我们提出了一种有效的可变形或动画模型的交互式光线跟踪方法。与许多最近的光线追踪静态场景的方法不同,我们使用边界体层次结构(BVHs)代替kd树作为底层加速结构。我们的算法对场景中物体的模拟或运动不做任何假设,并动态更新或重新计算BVHs。我们还描述了一种在仿真过程中检测BVH质量退化的方法,以确定何时需要重建层次结构。此外,我们表明,为kd树引入的射线相干技术可以自然地扩展到bvh,并产生类似的改进。最后,我们将BVHs与空间kd树进行了比较,后者最近被用作AABB层次结构的替代品。我们的算法已经应用于动画和模拟中出现的不同场景,由数万到100万个三角形组成。实际上,我们的系统可以在台式电脑上以每秒3-13帧的速度跟踪这些模型,包括二次射线
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引用次数: 148
Estimating Performance of a Ray-Tracing ASIC Design 一种光线追踪ASIC设计的性能评估
Pub Date : 2006-09-01 DOI: 10.1109/RT.2006.280209
Sven Woop, E. Brunvand, P. Slusallek
Recursive ray tracing is a powerful rendering technique used to compute realistic images by simulating the global light transport in a scene. Algorithmic improvements and FPGA-based hardware implementations of ray tracing have demonstrated realtime performance but hardware that achieves performance levels comparable to commodity rasterization graphics chips is still not available. This paper describes the architecture and ASIC implementations of the DRPU design (dynamic ray processing unit) that closes this performance gap. The DRPU supports fully programmable shading and most kinds of dynamic scenes and thus provides similar capabilities as current GPUs. It achieves high efficiency due to SIMD processing of floating point vectors, massive multithreading, synchronous execution of packets of threads, and careful management of caches for scene data. To support dynamic scenes B-KD trees are used as spatial index structures that are processed by a custom traversal and intersection unit and modified by an update processor on scene changes. The DRPU architecture is specified as a high-level structural description in a functional language and mapped to both FPGA and ASIC implementations. Our FPGA prototype clocked at 66 MHz achieves higher ray tracing performance than CPU-based ray tracers even on a modern multi-GHz CPU. We provide performance results for two 130 nm ASIC versions and estimate what performance would be using a 90 nm CMOS process. For a 90nm version with a 196 mm2 die we conservatively estimate clock rates of 400 MHz and ray tracing performance of 80 to 290 fps at 1024times768 resolution in our test scenes. This estimated performance is 70 times faster than what is achievable with standard multi-GHz desktop CPUs
递归光线追踪是一种强大的渲染技术,用于通过模拟场景中的全局光传输来计算逼真的图像。光线追踪的算法改进和基于fpga的硬件实现已经证明了实时性能,但实现与商品光栅化图形芯片相当的性能水平的硬件仍然不可用。本文描述了DRPU设计(动态射线处理单元)的体系结构和ASIC实现,以缩小这一性能差距。DRPU支持完全可编程的着色和大多数类型的动态场景,因此提供与当前gpu类似的功能。由于浮点向量的SIMD处理、大规模多线程、线程数据包的同步执行以及对场景数据缓存的精心管理,它实现了高效率。为了支持动态场景,B-KD树被用作空间索引结构,由自定义遍历和交叉单元处理,并在场景变化时由更新处理器修改。DRPU架构被指定为用函数式语言描述的高级结构,并映射到FPGA和ASIC实现。我们的FPGA原型时钟为66 MHz,即使在现代多ghz CPU上,也比基于CPU的光线跟踪器实现更高的光线跟踪性能。我们提供了两个130纳米ASIC版本的性能结果,并估计了使用90纳米CMOS工艺的性能。对于带有196mm2芯片的90nm版本,我们保守估计时钟速率为400mhz,在1024times768分辨率下,我们的测试场景中光线追踪性能为80至290 fps。这个估计的性能比标准的多ghz桌面cpu快70倍
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引用次数: 37
Improving Ray Tracing Precision by Object Space Intersection Computation 利用目标空间交点计算提高光线追踪精度
Pub Date : 2006-09-01 DOI: 10.1109/RT.2006.280211
H. Dammertz, A. Keller
Instead of computing intersections along a ray, an algorithm is proposed that determines a point of intersection in object space. The method is based on the classical refinement of a hierarchy of axis-aligned bounding boxes that is computed on the fly. Typical rendering artifacts are avoided by taking into consideration the precision of floating point arithmetic. In addition the method lends itself to a simple solution of the self-intersection problem. Considering the obtained precision the algorithm is efficient, simple to use, and to implement
提出了一种在物体空间中确定交点的算法,而不是沿射线计算交点。该方法基于动态计算的轴对齐边界框层次结构的经典细化。通过考虑浮点运算的精度,避免了典型的渲染伪影。此外,该方法还可以简化自交问题的求解。考虑到所得到的精度,该算法具有高效、简单、易于实现的特点
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引用次数: 15
期刊
2006 IEEE Symposium on Interactive Ray Tracing
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